I have been learning DirectX 11, and in the book I am reading, it states that the Rasterizer outputs Fragments. It is my understanding, that these Fragments are the output of the Rasterizer(which inputs geometric primitives), and in-fact are just 2D Positions(your 2D Render Target View)
Here is what I think I understand, please correct me.
The Rasterizer takes Geometric Primitives(spheres, cubes or boxes, toroids cylinders, pyramids, triangle meshes or polygon meshes) (https://en.wikipedia.org/wiki/Geometric_primitive). It then translates these primitives into pixels(or dots) that are mapped to your Render Target View(that is 2D). This is what a Fragment is. For each Fragment, it executes the Pixel Shader, to determine its color.
However, I am only assuming because there is no simple explanation of what it is (That I can find).
So my questions are ...
1: What is a Rasterizer? What are the inputs, and what is the output?
2: What is a fragment, in relation to Rasterizer output.
3: Why is a fragment a float 4 value (SV_Position)? If it just 2D Screen Space for the Render Target View?
4: How does it correlate to the Render Target Output (the 2D Screen Texture)?
5: Is this why we clear the Render Target View(to whatever color) because the Razterizer, and Pixel Shader will not execute on all X,Y locations of the Render Target View?
Thank you!